Amazing interresting discussion here, thanks a lot, thats exactly the thoughts, I have since weeks...
I doubt there is any difference between 10 buildings with 1 piece or 1 building with 10 pieces.
...So speaking for me personally, the only guideline I have is to not add masses of building pieces for the smallest details. A building can look amazing with 1000 pieces, but that same building can sometimes also be made with just 250 pieces but then it's just a bit less detailed. Besides that i really doubt there is any "trick" to keep your FPS high.
Fully agree, I'm sometimes amazed on how people build stuff... 90% of pieces not visible or just sticking out on a single point, to get realistic details. While its amazing what realistic results can be achieved, the downside is the killing of the framerate. Solution would be, Frontier give us more different optimized scenery pieces or at least more art forms, smaller art forms. What I would like to know is the amount of splines or the polycount a piece or ride has. So we could avoid using FPS killer pieces.
...If I understand correctly it's like this:
Park 1: 850 buildings, 60.000 pieces, no guests = 40 FPS
Park 2: 430 buildings, 32.000 pieces, no guests = 18 FPS
I think that comparison is not so simple... Amount of pieces is one thing, the other is the complexity (polycount) of the used pieces... But yes, let the devs answer that question.
I don't think there's a 1-size-fits-all answer here. It really depends on your hardware, both CPU and GPU. Whichever of those gets overloaded first will start making your game stutter, and they get overloaded by different things. So if you know your system is weak in 1 of those areas, avoid the things that add work to that part of your system.
In general, if you've got a decent vidcard, you'll be CPU-limited by the number of peeps in the park, whose thinking and mood swings occupy most of the CPU's time with PC. The number of parts, buildings, etc., might seem imposing but from the CPU's POV, are actually small amounts of data. All that stuff is more of a load on the GPU, so if you don't have a decent vidcard, you should worry about the number of buildings, parts, etc. But even with a decent vidcard, things like video billboards seem to impose extraordinary GPU load, which might cause it to bottom out before the CPU.
Fully agree to your comment, Bullethead, thats exactly what I've noted myself...
My personal experience is the following...
- detailed parks with more than 10 rides, a decent amount of buildings and above 2000 guests become unplayable, as they are mostly below 20 fps on my system (i5 / 16GB / 1070).
- I think at the moment best is to build low detailed parks, or high detailed park sections. High detailed full maps is nice to look at, but is unplayable always. I've seen some parks with even 0 guests, but are not above 7-8 fps... Thats no fun.
- everything below 15 fps feels like strong stuttering, the gameplay becomes no fun anymore.
However, I remember we had the same discussion in 2004 when RCT3 came out... It was far more worse, especially in the nighttime mode, everybody was complaining about the lag. Compared to that, the detailing and possibilities of PC are so much higher and simple gameplay is amazingly smooth... But to be honest... if I compare those two games... I'm amazed what they already did with RCT3 back then, we had it all ... fireworks, waterrides, water (with fishes in it...) a huge amount of rides, billboards and guests which behaved similar to what we have today, of course no curved paths, all was still grid focused... Since we know that PC is at least 14 years younger, which is for computer age like a century, I must say RCT3 was already10 years ahead of its time...[happy]
Would like to read your opinion... But don't get me wrong, I love PC, it's my favourite game on the planet...!!!
Maybe the devs could make a sticky thread with some advices on how to improve lag, what to avoid, what takes a lot of FPS, etc.